[FYI] Lauren.Barnes
Original CL Desc
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Moving SinglePropertyView and DetailsView to EditorWidgets
#preflight 64417104e71b8e1b4e059e93
#rb Vincent.Gauthier, Aditya.RaviChandran
[CL 25139783 by nat parkinson in ue5-main branch]
Turned off by default.
By default, OnAllowDrop is called every frame, which is user bound. Setting "bUseAllowDropCache" to true will cache off AllowDrop the first time it is called.
The cache is cleared whenever a drag & drop operation starts.
#jira UE-176808
#rb Patrick.Boutot
#preflight 63eb8a3eb91ae11c1c33ebc0
[CL 24214083 by mateo egey in ue5-main branch]
This ensures that you can't stomp the text on your assets even if game localization data gets loaded without locking down the editable text fields
[FYI] Leon.Huang
#rnx
[CL 23889239 by jamie dale in ue5-main branch]
AssetDefintiion - Converted more blueprint / Animation blueprint stuff over to be an asset definition.
#jira UE-165574
[CL 23804692 by nick darnell in ue5-main branch]
AssetDefinition - Working on the asset definitions for blueprints/class types, iterating on the Merge API. Bringing over more of the blueprint features into its asset definition, unregistered the Blueprint AssetType Actions.
Asset Filters - We now support categories per filter, this enables a single asset definition to correctly specify multiple filters. For example, blueprints actually supply 4 filters, one for blueprints, but also blueprint interfaces, macros and function libraries.
[CL 23791489 by nick darnell in ue5-main branch]
- Expanded FDeprecateSlateVector2D to provide structs for parameters, return types and member variables that use FVector2f, while still allowing conversion to/from FVector2d with optional per-module deprecation mechanisms.
- Many of the high-traffic SlateCore types like FSlateBrush, FGeometry and FSlateLayoutTransform have been converted to use these deprecation mechanisms.
- Some legacy FGeometry::ToPaintGeometry and MakeChild overloads have been explicitly deprecated since they cause ambiguous overloads with FSlateLayoutTransform if it were to support implicit construction.
- Deprecated ULocalPlayer::GetPixelBoundingBox and GetPixelPoint to prefer FVector2f for OptionalAllotedSize parameter since this parameter is expected to come from FGeometry
- Exposed FVector2f members to blueprints
#jira none
#rb Andy.Davidson, Dave.Jones, Vincent.Gauthier, Patrick.Boutot
#preflight 63bc6fd068068a8bd6027c9f
[CL 23631073 by Andrew Rodham in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
This results in the drop target overlay visibility only appearing when actually hovering the drop target when set to true.
This is useful for drop targets that are used in conjunction with other widgets with heavy drag & drop usage such as tree views.
Defaults to false to maintain previous behavior.
- Added OnDragEnter & OnDragLeave events to allow proper handling of tooltips (i.e. setting a tooltip description when hovering a drop target, and resetting it when leaving again)
AllowDrop could not be used for this since it was executed every frame for overlay visibility checks.
#jira UE-169774
#rb lauren.barnes
#preflight skip
#ushell-cherrypick of 23078698 by swarm
[CL 23098392 by Mateo Egey in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Add the ability for other modules to add custom filters to the Level Editor Outliner
#jira UE-165115
#rb Brooke.Hubert
#preflight 6345779f8b06e0aaa0f298e0
[CL 22505460 by aditya ravichandran in ue5-main branch]
It was the initial bug, but while looking at it, I noticed that the MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.
In order to fix the underlying issue (in addition to fix the initial bug), I removed the Font from FEditableTextBoxStyle, and moved the FTextBlockStyle from MultilineEditableTextBox to FEditableTextBoxStyle.
It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the text block style is now embedded in the editable text box style, it cannot be initialized the exact same way, and I had to do some changes to ensure there was no regression, by configuring various FEditableTextBoxStyle in some style files. I also change the default value for TextBlockStyle to better match our default theme.
-Default font is not set for text widgets.
EditableWidget: ensure to have a default font, and to set the style when calling SynchronizeProperties to ensure it reacts directly without having to force a refresh (by moving the widget for instance)
Bonus:
-Move to cpp some private methods that where 'forced' inline (and we were using function pointer on them). It will avoid some noise in public interface and speed up iteration / compile time when playing with them.
#jira UE-96464
#jira UE-137126
[RN] MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.The Font from FEditableTextBoxStyle has been removed, and the FTextBlockStyle moved from MultilineEditableTextBox to FEditableTextBoxStyle. It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the FTextBlockStyle is now embedded in the FEditableTextBoxStyle, it cannot be initialized the exact same way, and you can now configure the FTextBlockStyle of FEditableTextBoxStyle when creating one from scratch, by calling SetTextStyle on it.
Test
- created a Widget blueprint with different editable types combination: multiline or single line, box or no box.
-Validated that everything was reacting live as expected now.
-Created a blue print to set the text style and validated it was working.
-Create data with old version, then open it with updated version to validate that the visual was still the same and deprecation of style working as expected.
-checked different places in the editor using variation of editable text to ensure they were behaving as before (detail view, console command entry, comment on blueprint node).
#preflight 63344b9f110bb3721ef8aa77
[CL 22232366 by yohann dossantos in ue5-main branch]
This was a bug exposed because FPropertyRowGenerator previously ignored RequestRefresh() calls entirely, but now does a deferred refresh.
Since this was the only use of it, IEditableTextProperty and all its implementations have also had their RequestRefresh() methods removed.
[REVIEW] [at]jamie.dale, [at]vincent.gauthier
#preflight 632432a2cb23fcbbd8ef5dd2
[CL 22050354 by sebastian nordgren in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e283bec5b0c765fc0ffdb
[CL 21960084 by bryan sefcik in ue5-main branch]
Fixups for property editors.
#jira UE-161932
#rb phillip.kavan
#fyi sebastien.nordgen
#preflight 6317cfcbd135b61bc58d4d71
[CL 21833804 by Robert Millar in ue5-main branch]